Jedi Councilor - Consular
← All Classes | How to make a Jedi Councilor - Consular
Jedi Councilor / Consular - Class Progression
"The Force is not a weapon. It is a guide."
You are the talker, the sensor, the battlefield multiplier, the healer. Yoda-style, not Windu-style. In gritty the system you are *more* dangerous than Guardian at range but if someone gets past your guard you're dead in two hits.
**Sources:** Jedi Padawan/Knight/Master (Force Adcrt paths), Force Mystic, The Force Adcrt, Force Sense, Farseeing, Battle Meditation, Force Healing, Mind Trick, Force Cloak
**Primary:** AWE, PRE, INT
**Secondary:** STA, DEX
**Saves:** Will High (best in game), Fort Medium, Toughness Low
**Skills:** 6 + INT per level
**Attack:** Poor melee (0.5/lvl), Good Force (AWE/Expertise)
NERFED FOR GRITTY: Battle Meditation Is No Longer Map-Wide
Old version gave 1 mile Luck Control to everyone – that breaks gritty Hero Point economy. New version: 3 allies within 10m, once/scene, still powerful but not campaign-warping. Sage Mastery makes it passive at L10 – you earn it.
Level Progression
| Lvl | Features | Talent/Path | Feat |
|---|---|---|---|
| 1 | Force Sensitivity (3 adv + Force Awareness), Force Boost +0, Niman Training, Expertise: The Force max Level+5 | - | Feat |
| 2 | Force Sense, Telekinesis 2 (Check Req 5), Deflection 6 (no Reflect) | Path 1 | - |
| 3 | +1 Ability, Mind Trick 4 (Entranced/Compelled, Will, Subtle, Check Req 4), Farseeing 4 (Vulnerable while using) | - | Feat |
| 4 | Force Healing 3 (Empathic), Force Cloak 4 or Force Stealth 1 | Path 2 | - |
| 5 | **Battle Meditation – NERFED:** Burst 10m, **3 allies max**, Luck Control 1 + Luck 1, Check Req 5, Selective, once/scene | - | Feat |
| 6 | Force Rebuke 5 (Nullify Force, Broad), Valor (self-only +3) | Path 3 | - |
| 7 | Improved Mind Trick (add Controlled = Dark), Forbidding Presence (+5 Persuasion vs weak-minded), Jedi Knight — Padawan: Recognized as Jedi Knight — gain free Padawan cohort (Level = your level -2, no Leadership required) | - | Feat |
| 8 | Force Sight 9 (Mental), Projective Telcrathy 4 | Path 4 | - |
| 9 | Sever Force or Revitalize (Mass Healing 4 Burst), Force Harmony | - | Feat |
| 10 | Master Consular (Healer / Sage / Shadows) | Capstone | - |
Feature Details
**Force Sensitivity (L1):** +1 Luck (reroll Force check once/scene). Ranged Detect Force 10x range.
**Expertise: The Force - Max Level+5 (L1):** You break normal skill cap (normally Level+3 = max 13 at L10, you get Level+5+3 = 9-13 at L1-8 and can exceed by +2). Can Take 10 (treat d20 as 10 when not threatened) only when calm, not in combat, not wounded.
**Deflection 6 (L2):** Same as Padawan but never grows. Requires lightsaber. Unlimited uses but you are bad at it – use cover. Guardian gets Reflect/Redirect, you don't.
**Mind Trick (L3):** Perception Ranged Affliction 4-5 (Will; Entranced, Compelled), Limited to Two Degrees, Subtle, Check Required 4. Jedi never get Controlled without falling. Must speak (until L6 Trick Master's Mercy). Vs weak-minded +2 DC if INT <=0, -5 if INT >=3 or disciplined.
**Farseeing (L3):** Senses 4. Concentration, **you become Vulnerable** (Dodge/Parry Halved) while using. DC 15 vague, DC 30 near-complete. Your party must protect you.
**Force Healing (L4):** Healing 3. Empathic (Light): you take -1 Injury per 2 heals. Standard action, Touch, removes 1 Injury per degree vs DC 10+Injuries. Fail = Strain (-1 to further Force checks this scene). This is the only fast Injury removal outside Medic 10min surgery and bacta.
**Force Cloak / Stealth (L4):**
**Battle Meditation (L5 – NERFED FOR GRITTY):** *Old:* Burst 1 mile, all allies. *New:*
**Force Rebuke (L6):** Nullify 5 (The Force), Broad. Readied action, roll Expertise: The Force vs DC 10+Power Rank to cancel. Can take Reflect extra to turn Dark powers back (requires Dark Side point to kecr).
**Jedi Knight — Padawan (Level 7):** You are recognized as a Jedi Knight and may take a Padawan learner.
**Force Sight (L8):** Senses 9 (Accurate, Acute, Concealment Penetrating, Radius, Ranged Mental), Check Required 2, Sustained. Works blind.
**Projective Telcrathy (L8):** Communication 2 (Mental) Area 4 (500ft), Selective.
Paths - Talent Picks
**Path 1 (L2):**
**Path 2 (L4):**
**Path 3 (L6):**
**Path 4 (L8):**
**Capstone 10:**
Starting Package - Force Mystic L1
**Abilities:** AWE 3, PRE 2, INT 2, STA 1, DEX 1, AGI 1, FGT 0, STR 0
**Defenses:** Dodge 3, Parry 2, Toughness 1 (STA 1), Fort 3, Will 6
**Offense:** Lightsaber +2 (Damage 4), Mind Trick DC 14 (Will)
**Powers:** Force Sensitivity, Niman, Expertise: The Force 4 (+7)
**Skills:** Expertise: The Force 4 (+7), Insight 3 (+6), Persuasion 3 (+5), Perception 3 (+6), Investigation 3 (+5), Galactic Lore 2 (+4)
**Gear:** Consular Robes (Immunity 2), Training Lightsaber, Utility Belt, Datapad, Comlink, 500cr
**Complications:** Code, Curiosity, Responsibility, Enemy (Sith Hunt You)
Fear of Death - You Are The Buffer
One blaster pistol Damage 4 vs Toughness 1: DC 19. Roll 9 = fail by 10 = Staggered + Injury. Second hit = Dying. Your defense is *never being targeted*. Use Farseeing to avoid ambush, Mind Trick to stop fights, Battle Meditation (3 allies, 10m) to make Soldier kill them first, Cloak to hide.
Dark Side - Councilor Falls Harder
Force Choke, Lightning, Force Domination (Controlled), Sever Life = 1 Dark Side point even on miss. 5 points = Fall, become Sith Lord Tier 8 NPC.